3D Studio Max: Escada perfume bottle - Design Tutorials

Friday, August 3, 2007

3D Studio Max: Escada perfume bottle

Posted at 3dsmaxtutorials.net in 3D Studio Max
Step by step modelling of Escada's "Into the Blue" perfume bottle


In this tutorial we will learn to model a perfume bottle. This is the actual perfume, and this is an image of the 30 ml bottle we're going to model. Of course I am using the real object as reference, you should buy one for you or your girlfriend, it smells really good. But let's get to work!

Pick the Ellipse shape, and create one ellipse by entering the values manually: Length=56 and Width=29. Set the Steps to 64, for a better looking object. And longer rendering times.

Add an Extrude modifier to it with an Amount of 22 and Segments set to 1.

Add an Edit Poly modifier and select the top and bottom eliptical edges (Tip: select all edges and deselect the middle ones in the front view)

Go down to Chamfer dialog box, set the Amount to 0.3 and hit OK

Freeze the object we just created and start a new one by placing, in the Top View, a circle shape with a Radius of 9.5, and 64 steps of Interpolation. This circle should be centered to the other object, seen from above for later ease of use.

Convert it to an Editable Poly and select the circle shape polygon.

Edit the polygon following these steps: Bevel [Height=1; Outline Amount=-1], Bevel [Height=7; Outline Amount=1], Inset [Inset Amount=2], Extrude [Extrusion Height=4.5], Bevel [Height=3.5, Outline Amount=-1], Bevel [Height=0.3, Outline Amount=-0.3], Inset [Inset Amount=5.5], Bevel [Height=-0.3, Outline Amount=-0.5].

Unfreeze the first object and create a compound object out of the two, by extracting the second from of the first one. (Note: Move the second object a bit lower so the bottoms don't overlay thus creating weird compound geometry)


Add a simple transparent double sided material to the object and have a look at the rendering: we have our perfume's cap

Let's hide everything and start creating the perfume's nozzle with the help of the Lathe modifier. In the front view, draw a line as above. Coordinates are - on X/Z axis - 1(0,19), 2(5.5,19), 3(5.5,7), 4(6,7), 5(6,12), 6(8,12), 7(8,10.7), 8(7.6,10.7), 9(7.6,9.7), 10(8,9.7), 11(8,0)

Add a Lathe modifier to the line. Change Segments to 64, Weld Core, Flip Normals (if it is the case) and set Align to Min

Our object is a bit sharp-edged so we will go back to the line and smooth some of the corners: vertex 2 (Fillet 0.5), vertex 5 (Fillet 0.05), vertex 6 (Fillet 0.5), vertices 7,8,9,10 (Fillet 0.15)

Now our nozzle looks much better. Add a Shell modifier with the Inner size of 0.1 and let's move on. Let's create the small orifice where the perfume's sprayed out.

In the Front View create a Cylinder with Radius 1=1.75, Height 10, Height and Cap Segments=1 and 64 Sides. Set its coordinates to X=0, Y=0, Z=16.35

Create a Boolean object by subtracting the Cylinder from the main nozzle object.

Add a Tube object in the Front View. Parameters: Radius 1: 1.6, Radius 2: 0.1, Height: 5.5, Height and Cap Segments:1, Sides: 32. It should be placed at X=0, Y=0, Z=16.35. The nozzle of our perfume bottle is now done!

Hide everything and let's start building the bottle itself. In the Top View, create an Ellipse with a Length of 34 and a Width of 61. Also set the Interpolation Steps to 64. Add an Extrude modifier with the Amount set to 45.

Let's round those edges one more time by adding an Edit Poly modifier and chamfering the top and bottom edges twice: first with avalue of 0.75 and the second time with 0.25. I've also added a MeshSmooth modifier for well.. a smoother shape. Set Subdivision Method to Classic, Iterations to 1 and Strength (under Smoothing Parameters) to 0.1.

Freeze the object and let's create the interior surface. In the Top View create one more Ellipse with the Length of 29 and Width of 56. Set the Steps to 64, add an Extrude modifier with an Amount of 31

Move the object to a height (Z) of 12. Add an Edit Poly modifier, and chamfer the edges as before, the top one with 0.75 and the bottom one with a value of 4. Add a FFD 2x2x2 modifier and taper a bit the bottom of the object. We could've used Taper but it looks the pivot point is in the wrong place and we won't move it now. On top of all these add a TurboSmooth modifier with the default values.

Let's put everything together. I've added standard Mental Ray Glass material and other basic materials and here's the result.

Of course we can improve the object by adding the plastic tube inside (Tube with a Bend modifier), and get a better rendering by changing material parameters and adding a good lighting as well. Congratulations, you now have a nice perfume bottle! Actually you just have a model. :)

source: http://www.3dsmaxtutorials.net



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